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Battlefield Modding Tutorials BFMODS • View topic - Radar Jammer and other Q's [Client Side]

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Oct 01, 2007 5:48 am 
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Joined: Sat Dec 02, 2006 7:43 pm
Posts: 595
Ok so lately ive been playin a lot of Halo 3 and i really like the new items like bubble shield, energy drain, energy recharge, radar jammer, etc. I can do the energy drain and energy recharge (death/healing bubbles) but i really need help on the radar jammer. Does anyone know how i could ever go about making a radar jammer? I want so that when you put it down it has a certain radius and when a player gets inside that radius their map/minimap either A) displays nothing or B) displays tons and tons of markers that arent real.

The bubble shield... This would be easy to do, but theres one thing that might be a problem. That would be making it so people and vehicles can go through it, but not bullets/rockets/grenades/etc.

So, anyone whos got ideas please help me.


Last edited by cptvengeance on Mon Oct 01, 2007 1:11 pm, edited 2 times in total.

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PostPosted: Mon Oct 01, 2007 12:29 pm 
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Posts: 372
umm

maybe something like ObjectTemplate.WorksOnVehicles 1

alos when you get done with i would like your code for radar jammer and everything else

thx


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PostPosted: Mon Oct 01, 2007 1:09 pm 
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Posts: 2120
Radar Jammer.... there is a console command to turn off a player's minimap totally. It's clientside and can not be manipulated from the server, we've actually had a discussion on this before. I was once creating a map where nobody was on a team, it was a free-for-all and the scoring system reflected it (+1 for kill, +1 for TK, -1 for Death, rest zero). But there really isn't a way to do it especially for a limited area.

I bet you can in BF2 with Python, which was EA's intent by adding a scripting language, let the modders script things that are not normal. But there are no scripts in BF1942 and more importantly, there is no way to execute stuff on the clients.

Oh how I love the Source engine by Valve, so many more options.

/mini-rant


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PostPosted: Mon Oct 01, 2007 1:11 pm 
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Source engine is pretty nice for modders, but i forgot to add that i wanted these client side.


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PostPosted: Tue Oct 02, 2007 3:22 am 
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PostPosted: Tue Oct 02, 2007 8:14 am 
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Posts: 2015
I never tryed to change text in (forgot the name of it now) textfile with all names, lines and weapons in several languages.

Could this file be altered on a server and work on clients?

If so, then you can remove teamkilled and replace it with killed. It still won't show what weapon that killed him. :evil:

As an admin I really like to see what weapon someone teamkill with. Wonder why they never did that.

This will also allow you to change names of weapons, if it works that is. :?

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PostPosted: Tue Oct 02, 2007 1:07 pm 
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You can't change the lexiconall.dat server-side, so it still shows as TeamKill. I solved this issue by making everybody play on the Blue side. More on the map later.

And the scoring is in game.rfa, which means you have to have a unique one when you want to play that mod specifically. According to the tutorial (which is years old) you can't change the scoring in just one map RFA without clearing the scoring out of game.rfa entirely, causing all other maps to have issues if you don't mod them with scoring too.

Now, the map was Berlin and I had everybody play on the blue team, for mini-map and kill-message equality. There was a rotating para-spawner high enough up to get a good map cover, no fall damage, not actually para-spawner as they just fell, and no parachutes. It was an epic battle.

Now, with this everybody being on the same team, you could say "knives only" to the players (and assuming they listen!) you set FF at 200%, thus making almost all knife hits a kill! Set spawn time to zero/one, and it's really very fun.


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PostPosted: Tue Oct 02, 2007 1:50 pm 
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wow Why, that sounds really fun. Do you still have the map? I wanna try it out sometime.

BTW: how many posts is ssm badass :D


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